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Flamethrower Rehabilitation
posted in Projects
1
#1
0 Frags +

Years ago I made "Meet the Broken Flamethrower" video that demonstrates how flamethrower is clearly malfunctioning which is manifested through constant and unpredictable damage drops that players have no way to control and which provide no visual cues for why they happen (even in a slowed-down replay). YT: https://www.youtube.com/watch?v=JqaI5LhNalk Thread: https://www.teamfortress.tv/52226/meet-the-broken-flamethrower

Unfortunately, it has never got any better. However, recently I invested some time into investigation of technical side of flamethrower (TF2 code being open source really helps!) and I've managed to come up with a solution that drastically improves consistency while also fixing that infamous "flail-around and hold M1" post-JI tactics FOR REAL (that "Blue Moon" rampup system never ever fixed it despite what update notes claimed!). Oh, and no more -50% damage near walls.

I implemented the solution in a form of a SourceMod plugin and I called it "Flamethrower Rehabilitation". I wonder if competitive community will find it useful? Anyways, I'll leave the links below.

Video demonstration: https://www.youtube.com/watch?v=xsNfgdueT9U
Plugin & code: https://github.com/bigmazi/flamethrower-rehabilitation
AlliedModders thread: https://forums.alliedmods.net/showthread.php?p=2841241

In-depth information about what it actually does, how it works and what it supercedes may be found at GitHub & AlliedModders pages that are linked above.

Years ago I made "Meet the Broken Flamethrower" video that demonstrates how flamethrower is clearly malfunctioning which is manifested through constant and unpredictable damage drops that players have no way to control and which provide no visual cues for why they happen (even in a slowed-down replay). YT: [url=https://www.youtube.com/watch?v=JqaI5LhNalk]https://www.youtube.com/watch?v=JqaI5LhNalk[/url] Thread: [url=https://www.teamfortress.tv/52226/meet-the-broken-flamethrower]https://www.teamfortress.tv/52226/meet-the-broken-flamethrower[/url]

Unfortunately, it has never got any better. However, recently I invested some time into investigation of technical side of flamethrower (TF2 code being open source really helps!) and I've managed to come up with a solution that drastically improves consistency while also fixing that infamous "flail-around and hold M1" post-JI tactics FOR REAL (that "Blue Moon" rampup system never ever fixed it despite what update notes claimed!). Oh, and no more -50% damage near walls.

I implemented the solution in a form of a SourceMod plugin and I called it "Flamethrower Rehabilitation". I wonder if competitive community will find it useful? Anyways, I'll leave the links below.

Video demonstration: https://www.youtube.com/watch?v=xsNfgdueT9U
Plugin & code: https://github.com/bigmazi/flamethrower-rehabilitation
AlliedModders thread: https://forums.alliedmods.net/showthread.php?p=2841241

In-depth information about what it actually does, how it works and what it supercedes may be found at GitHub & AlliedModders pages that are linked above.
2
#2
0 Frags +

This is a really nice plugin, flamethrower particles have always been very inconsistent in my experience, especially during the heat of a team fight. I'm not sure if competitive leagues would introduce this plugin as in the grand scheme of things it isn't something that desperately needs to be fixed, it just makes pyro more effective at close range, and depending on who you ask, some people might not want pyro to be more effective while that close.

Regardless, great plugin and perhaps valve themselves may introduce this fix in the future.

This is a really nice plugin, flamethrower particles have always been very inconsistent in my experience, especially during the heat of a team fight. I'm not sure if competitive leagues would introduce this plugin as in the grand scheme of things it isn't something that desperately needs to be fixed, it just makes pyro more effective at close range, and depending on who you ask, some people might not want pyro to be more effective while that close.

Regardless, great plugin and perhaps valve themselves may introduce this fix in the future.
3
#3
14 Frags +

Awesome work! You seem very passionate and knowledgeable about the flames. I loved the video you did back in the day which raised a lot of awareness regarding this issue, and this plugin is awesome too! Do you think you could maybe review if the flamethrower fix I did here to the SDK makes sense: https://github.com/mastercomfig/tc2/commit/0435ae3ebd8bb0a3781482501c3d236ce3747a32

Subsequent adjustment commits:

https://github.com/mastercomfig/tc2/commit/0951bc517106822f10dc5b11383df78c4a429dd6
https://github.com/mastercomfig/tc2/commit/783a94cf20875ae0a2ec3ea8f5198090e7304c94
https://github.com/mastercomfig/tc2/commit/fbe48cd6c86fc8e118ea2f44ffd8080f9887bb70

Awesome work! You seem very passionate and knowledgeable about the flames. I loved the video you did back in the day which raised a lot of awareness regarding this issue, and this plugin is awesome too! Do you think you could maybe review if the flamethrower fix I did here to the SDK makes sense: https://github.com/mastercomfig/tc2/commit/0435ae3ebd8bb0a3781482501c3d236ce3747a32

Subsequent adjustment commits:

https://github.com/mastercomfig/tc2/commit/0951bc517106822f10dc5b11383df78c4a429dd6
https://github.com/mastercomfig/tc2/commit/783a94cf20875ae0a2ec3ea8f5198090e7304c94
https://github.com/mastercomfig/tc2/commit/fbe48cd6c86fc8e118ea2f44ffd8080f9887bb70
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